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Everything posted by Vantha
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Funny Relevant Videos and Memery
Vantha replied to wowgetoffyourcellphone's topic in Introductions & Off-Topic Discussion
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I finished painting the map's topography: carthago_nova.pmp I want to try myself at completing the full map this weekend. I haven't made a map for before, but it seems fun.
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LEGAL WAIVER: Please read this before contributing
Vantha replied to Jeru's topic in Art Development
I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license. -
I made some new tip images: I still have the full-res, uncropped images in case anyone wants them. Also, can someone tell me how to enable rendering the sky? And how can one rotate the camera up and down in Atlas?
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It works for me. Try to move the camera around. It was pointing into the void too when I opened it.
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Looks pretty accurate. Three things: Firstly, the city is built on this peninsula: It looks quite small on this image. Make sure it's large enough in the game to accomodate for an average P3 base. And the map should not cover the whole area shown in this image in my opinion. Else it will get too big. I'd aim for depicting approximately this area: Secondly, I'd add some unevenness to the terrain. It gives the map more "character". And there were (and are) actually small hills in this region. This map includes contour lines: Thirdly, there should be no full connection between these to headlands here: ... as it can be seen in the images I shared earlier in the thread. Some bridges were built across it, but in the game it should be impassable by foot.
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Proposing changes to the native names of some units and buildings
Vantha replied to Vantha's topic in General Discussion
There's even more room for improvements, but I decided to pack the ones I already shared here into a first PR: https://gitea.wildfiregames.com/0ad/0ad/pulls/7260 -
Proposing changes to the native names of some units and buildings
Vantha replied to Vantha's topic in General Discussion
Han imperial academy First brought to attention a while ago by @ShadowOfHassen This one's pretty obvious. The current name is just a translation into modern Chinese. And there's a terms that was clearly used instead. Proposed change: Dìguó Xuéyuà n -> Tà ixué Sources: -
Planned Disruption - Migration to git and Gitea
Vantha replied to Itms's topic in Announcements / News
The 'Revision Log' panel on the play0ad.com website is outdated (still linked to trac). It gives the impression that development has stopped since August. -
Oh, the hotkey? Yeah, that's indeed be a good idea then, considering the switch from capture to attack as the default action in A27.
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They were moved to gui/reference/tips/texts/ a while ago: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/gui/reference/tips/texts
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No, I don't think so. I guess I could add one, but I'm not sure if it's the right place teach it. I mean, capturing is not really a 'trick', is it? It's a core game mechanic. Maybe it should be included in the tutorial instead.
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Introducing the Official community mod for Alpha 26
Vantha replied to wraitii's topic in Gameplay Discussion
This happens all the time to me when forgetting to let go of the shift key for five minutes or so: Just kidding . It seems excess icons are pushed out to the bottom. I guess we could hide simply hide the technology if there's no space for it below the assigned unit. This is already done for (vertically placed) technology pairs right now. -
Introducing the Official community mod for Alpha 26
Vantha replied to wraitii's topic in Gameplay Discussion
Yes. But it can still happen when selecting multiple structures at once, e.g. barracks, stable, and fortress. We have to account for the edge cases too, as rare as they might be. What if the space below isn't free? -
Introducing the Official community mod for Alpha 26
Vantha replied to wraitii's topic in Gameplay Discussion
Sounds simple enough on paper. But what, for example, when the trainable units take up more than the first row? -
It is already possible in the options to choose which variant to use as the primary name. And it is set to the native (specific) names by default...
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Personally, I also think we definitely shouldn't drop them and I don't find the current usage to be very inconsistent. But I support the call for a wider use of native names.
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The issue I have with that is that the chat currently doesn't show accented characters (which the native names would include). For example, the bot names are fully anglicised and the mythological terms in the hero death chat message too.
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On another note, I believe it's finally time to standardise hero naming. Most heroes have the same generic and specific (native) names, but there are a few with their unit class (e.g. "Hero Cavalry Swordsman") as the generic name. Now, the code for the hero death notification currently queries for the generic name (to avoid special characters) which obviously causes unwanted outcomes. We need to decide on one of the two options. What do you prefer?
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Here is a PR for this: https://gitea.wildfiregames.com/0ad/0ad/pulls/7232. But we still don't have a final alarm sound yet.
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The Aleppo pine and holly oak. For the shrubs, we have "bush_mediterranean" and "bush_mediterranean_dry". And, addtionally, quite a few fitting props (for decoration).
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Two articles on the topic: https://en.wikipedia.org/wiki/Southeastern_Iberian_shrubs_and_woodlands https://en.wikipedia.org/wiki/Mediterranean_forests,_woodlands,_and_scrub Some photos: Keep in mind that these show the landscape today. Mediterranean regions like this tend to have become considerably more arid since antiquity. -> We need something noticeably more green.
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Poll: Should shipwrecks be gatherable only by merchantmen?
Vantha replied to Gurken Khan's topic in Gameplay Discussion
Just opened the PR: https://gitea.wildfiregames.com/0ad/0ad/pulls/7204 -
I'd opt for a map size somewhere between small and normal. For details about the topography see the references below. The area appears to consist of dry shrublands with some scattered patches of loose Mediterranean forests. Unfortunately, I checked and it seems like there's no map currently in the game yet with biome like this.
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To get started, we need a map. @Lion.Kanzen You said you could make one? In parallel, I will start with scripting the first/zeroth scenario.